package battleenum

// @schema_go
// @schema_ts
// @cache_ts
// @alias E场景事件
type E场景事件 string

// 场景事件
const (
	E场景事件_单位被击杀 E场景事件 = "单位被击杀"
)

// @schema_go
// @schema_ts
// @cache_ts
// @alias B表现层消息
type B表现层消息 string

// 场景事件
const (
	// @see E单位阶段
	B表现层消息_单位      B表现层消息 = "单位"
	B表现层消息_单位目标    B表现层消息 = "单位目标"
	B表现层消息_单位移动    B表现层消息 = "单位移动"
	B表现层消息_单位受击    B表现层消息 = "单位受击"
	B表现层消息_单位活力    B表现层消息 = "单位活力"
	B表现层消息_卡片创建    B表现层消息 = "卡片创建"
	B表现层消息_卡片装备    B表现层消息 = "卡片装备"
	B表现层消息_卡片卸下    B表现层消息 = "卡片卸下"
	B表现层消息_卡片激活    B表现层消息 = "卡片激活"
	B表现层消息_卡片抑制    B表现层消息 = "卡片抑制"
	B表现层消息_效果创建    B表现层消息 = "效果创建"
	B表现层消息_技能      B表现层消息 = "技能"
	B表现层消息_武器创建    B表现层消息 = "武器创建"
	B表现层消息_武器移除    B表现层消息 = "武器移除"
	B表现层消息_武器      B表现层消息 = "武器"
	B表现层消息_行为      B表现层消息 = "行为"
	B表现层消息_效果      B表现层消息 = "效果"
	B表现层消息_活力      B表现层消息 = "活力"
	B表现层消息_冷却      B表现层消息 = "冷却"
	B表现层消息_充能      B表现层消息 = "充能"
	B表现层消息_支援      B表现层消息 = "支援"
	B表现层消息_表现对象创建  B表现层消息 = "表现对象创建"
	B表现层消息_表现对象摧毁  B表现层消息 = "表现对象摧毁"
	B表现层消息_表现对象被孤立 B表现层消息 = "表现对象被孤立"
	B表现层消息_动画完成    B表现层消息 = "动画完成"
	B表现层消息_场景胜利    B表现层消息 = "场景胜利"
	B表现层消息_场景失败    B表现层消息 = "场景失败"
	B表现层消息_场景暂停    B表现层消息 = "场景暂停"
)

// @schema_ts
// @cache_ts
type ActorSub支援 string

const (
	ActorSub支援_任意 ActorSub支援 = "任意"
	ActorSub支援_开始 ActorSub支援 = "开始"
	ActorSub支援_结束 ActorSub支援 = "结束"
)

// @schema_go
// @schema_ts
// @cache_ts
type ActorSubVital string

const (
	ActorSubVital_任意 ActorSubVital = "任意"
	ActorSubVital_伤害 ActorSubVital = "伤害"
	ActorSubVital_治疗 ActorSubVital = "治疗"
	// 击杀单位后获得的活力
	ActorSubVital_击杀 ActorSubVital = "击杀"
)

// @schema_go
// @schema_ts
// @cache_ts
type ActorSubBehavior string

const (
	// 任意
	ActorSubBehavior_任意 ActorSubBehavior = "Any"
	// 创建
	// 技能创建的时候触发
	ActorSubBehavior_创建 ActorSubBehavior = "创建"
	// 销毁
	// 技能销毁的时候触发
	ActorSubBehavior_销毁 ActorSubBehavior = "销毁"
	// 开启
	// 技能开启, 即发生作用的时候触发
	ActorSubBehavior_开启 ActorSubBehavior = "开启"
	// 关闭
	// 技能关闭, 即技能失去作用的时候触发
	ActorSubBehavior_关闭 ActorSubBehavior = "关闭"
	// 启用
	// 行为启用时触发
	ActorSubBehavior_启用 ActorSubBehavior = "启用"
	// 禁用
	// 行为失去作用时触发
	ActorSubBehavior_禁用 ActorSubBehavior = "禁用"
	// 行为失去作用时触发
	ActorSubBehavior_刷新 ActorSubBehavior = "刷新"
	// 属性更改
	// 行为-属性: 属性的点数发生变化时触发
	ActorSubBehavior_AttributeChange ActorSubBehavior = "AttributeChange"
	// 伤害已承受
	// 行为-行为: 伤害响应发生时触发
	ActorSubBehavior_DamageHandled ActorSubBehavior = "DamageHandled"
	// 伤害已耗尽
	// 行为-行为: 伤害响应的伤害限制被耗尽时触发
	ActorSubBehavior_DamageExhausted ActorSubBehavior = "DamageExhausted"
)

// @schema_go
// @schema_ts
type ActorSubAbilEffect string

const (
	// 任意
	ActorSubAbilEffect_任意 ActorSubAbilEffect = "Any"

	// 靠近开始
	ActorSubAbilEffect_靠近开始 ActorSubAbilEffect = "ApproachStart"

	// 靠近结束
	ActorSubAbilEffect_靠近结束 ActorSubAbilEffect = "ApproachStop"

	// 准备开始
	ActorSubAbilEffect_准备开始 ActorSubAbilEffect = "PrepStart"

	// 准备结束
	ActorSubAbilEffect_准备结束 ActorSubAbilEffect = "PrepStop"

	// 施放开始
	ActorSubAbilEffect_施放开始 ActorSubAbilEffect = "CastStart"

	// 施放结束
	ActorSubAbilEffect_施放结束 ActorSubAbilEffect = "CastStop"

	// 引导开始
	ActorSubAbilEffect_引导开始 ActorSubAbilEffect = "ChannelStart"

	// 引导结束
	ActorSubAbilEffect_引导结束 ActorSubAbilEffect = "ChannelStop"

	// 完成开始
	ActorSubAbilEffect_完成开始 ActorSubAbilEffect = "FinishStart"

	// 完成结束
	ActorSubAbilEffect_完成结束 ActorSubAbilEffect = "FinishStop"

	// 担保开始
	ActorSubAbilEffect_担保开始 ActorSubAbilEffect = "BailStart"

	// 担保结束
	ActorSubAbilEffect_担保结束 ActorSubAbilEffect = "BailStop"
)

// @schema_go
// @schema_ts
type ActorSubMovement int

const (
	ActorSubMovement_未知 ActorSubMovement = iota
	ActorSubMovement_站立
	ActorSubMovement_行走
)
